I got curious and looked at a few film files to see what format they use. Much of the header format is pretty obvious, as are the "talk blocks". Dunno if this is useful to anyone, but here it is. If you have more to add to it, please do. Note that in random-teams games, the composition of the teams is not stored in the film file, as far as I can tell. Probably there is a random number seed stored in the header somewhere, and the teams get formed "randomly" in playback in the same manner that they were formed when the game was played. So without knowing where the random number seed is stored, and more importantly knowing Myth's procedure for creating random teams, there's no way to determine what the random teams are simply by examining a film file. Johnny Law #CP#A (jbaxter@lemur.stanford.edu) 00 film header begins 00-1F Title of film 20-23 "reco" 24-3B ? 3C-3F "myth" 40-66 ? 67 game type 68-6A ? 6B bitflags? (maybe vets 20, trading 10, teams 02) (others? 04 seems always on) 6C-6D ? 6E-6F game time limit, in 30ths of second 70-73 map code 74-76 ? 77 player limit 78-79 ? 7A-7B team limit (FF FF if none) 7C-81 ? 82-83 game planning time, in 30ths of second 84-8F ? 90 player record begins for player 0: 90-98 FF FF 00 00 00 11 FF FF 00 (seems constant) 99 player number 9A-A8 ? A9 player icon index AA-AB FF FF (seems constant) AC-CB player name CC-EB player team name EC-F1 primary color RGB (two bytes each value) F2-F3 00 00 (seems constant) F4-F9 secondary color RGB (two bytes each value) FA-FB 00 00 (seems constant) FC possible player record (player 1) etc. 74F end of last possible player record (for player 15) 750-75F ? 760-763 four byte .gor identifier (from bytes 0x24-0x27 of the .gor file) 22cb 50e1 is the "normal" (no .gor selected) value 764-... ? Talk blocks are in this format: 09 == this is a "talk" player number (0-based) four bytes timestamp == 30ths of seconds elapsed 00 01 == ? ASCII message